Yes, it’s true. I’m dropping out of the contest, due to schedule conflicts.
So close, too! Here’s what I had cooking:

At this point, we’re about 60% into feature completion – the enemies, bullets and level progression still remain, but they’d have been doable within about four hours, I think.
I will definitely complete it in time for the jam, though, where everyone will forget about it among the many much more visually appealing Flash and Unity titles. 
What was supposed to happen:
Contrived Storyline:
It’s the year 21XX, and after a war with robots, environmental ruin and famine, the remaining humans are being hunted down and purged by the machines. The title refers to the fact that the protagonist is the last living human in his village, and they have, in fact, come for him/her.
Legend has it that, somewhere away from town and across the desert where the machines won’t venture, due to the risk of overheating, is the last remaining enclave of human civilization, and they’re looking to bolster their numbers and launch one last counteroffensive. The protagonist, having few other options, has decided to cast his lot in with them, and must escape the robot sentries that are patrolling his/her ruined village.
The robots are impervious to attack by anything our unnamed hero has access to, but can be damaged by each other, and in fact, our hero can use this to their advantage by teasing the sentries to entice them to fire their phaser, then ducking. Because the sentries’ head-mounted turrets cannot aim up or down, it is possible to trick sentries into killing one another, thus increasing the chances of escape.
The humans have erected force field machines in places that can severely damage inorganic material, and the toxic atmosphere can react with human skin such that it takes on some of the characteristics of metal, such that touching the force field could be fatal for humans, too, but fortunately, in the chaos of the raid on the ruined city, human nutrient capsules were strewn about, and eating these should sufficiently protect the hero from the negative side effects of the force fields.
Gameplay:
Get to the exit any way you can, including, but not limited to, tricking the robots into shooting each other. Any touch from a robot or its phaser bolt is instantly fatal, and you’ll be forced to restart the level.
The exit is locked until you’ve collected a certain number of chits, at which time, it’ll visually change from red to white.
Things learned:
- starting from scratch with no basecode: adds a LOT of time pressure, but very doable (if you don’t care about good coding practices, comments, readability or maintainability) and oddly, kind of fun.
- the accuracy of a homebrew platformer engine varies inversely with proximity to the deadline.
- don’t eat a big plate of brisket, it will make you sleepy (well, duh!).
- faking greyscale in 16-bit colour is a bad idea (greenish cast in some parts of the display).
- Allegro 4.x, DirectDraw overlays in a window and Aero don’t mix (apparently – I don’t have Win7 myself, so I’m basing this on reports from IRC)
I’ll post another playable before leaving for the ice rink.